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Heroes Community > Other Games Exist Too > Thread: Total War.
Thread: Total War. This thread is 22 pages long: 1 2 3 4 5 ... 10 ... 18 19 20 21 22 · «PREV / NEXT»
blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted December 11, 2017 12:08 AM
Edited by blob2 at 00:10, 11 Dec 2017.

Actually he had like 50% chances to succeed late game (though I didn't want to send him to the other side of my lands, he had enough work elsewhere). I even killed the Chaos bird-man general and the Prince general at some point (tried Everchosen even, but he had like 30% chance of success on him). But because reloading a save doesn't seem to help I needed to let some of the agents go.

I didn't use WH in battles though, my armies were usually full plus I didn't invest much points in combat related abilities...

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tSar-Ivor
tSar-Ivor


Promising
Legendary Hero
Scourge of God
posted December 11, 2017 12:27 AM

Come now, even ME2:Kindoms had the same system where save-scuming didnt work, you had to make atleast 1 move different before the agent action ^^'.
____________
"No laughs were had. There is only shame and sadness." Jenny

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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted December 16, 2017 04:46 PM
Edited by blob2 at 21:22, 18 Dec 2017.

I'm currently playing the Beastmen DLC short campaign. And the faction is such a blast to play! I think they are really personifying what Warhammer is about: aggresion, advancing and oblitarating your opponents.

While playing Empire I had this feeling that it is too much of an economy driven expierience (although I still enjoyed it). The unique 'herd' mechanic of Beastmen makes for a fast and aggresive gameplay. I also like how they handle in battle, they can win battles in which odds are against them (Autocomplete would loose me the battles while I completly devastate my opponents in manual battles). So much fun.

Well I know there will probably be hardships later on as probably the technology of other factions overwhelms the race late game (Human factions lack Siege machines in campaign so far). But for now it is a much better expierience then long campaign as Empire. I think these means that aggresive factions are a better pick for me in this game.

EDIT: Beastmen were such a blast to play! Although I played only the short campaign (and probably their shortcomings might be more apparent in the full campaign) I enjoyed it so much, that even after clearing the main objectives I decided to clear the whole map. Watching them in battle, how they brutally rip humans apart is nothing short of a blockbuster movie material. I now fully feel the atmosphere of this game. For me TW Warhammer stands as the epitome of Fantasy RTS games as of now, and there's still so much to see! I never played an RTS which would be enjoyable strategically and be a spectacle to watch to this extent (well maybe Myth series are close, but there was no economy there).

After Beastmen I want to start TWW II as Lizardemen even more as I think those will be my favourite race. But there's still so much I want to do in the first game: play as Brettonia, Vampires, Chaos or Wood Elves (at least their DLC campaign). Decisions, decisions!

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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted December 20, 2017 06:17 PM
Edited by blob2 at 19:12, 31 Dec 2017.

No surprise here, but dang isn't this cool!

https://youtu.be/IpWqKme-g_4

EDIT: AI can be really stupid in this game. I've left my allied Lizard factions with one task: finnish a $%! leftover Skaven army (one samller town left) cause I needed to move elswhere. Of course they dilly-dallied around and the Skaven army turn into a $%^ revolution army and a full 20 unit army. Now I need to go back and finnish the squeeks and it takes #$% forever to move from one place to another.

It the same case as with the Greenskins when I played as Empire. AI couldn't finnish a town with small garrison, and they came back with a big army to ravage my provinces. Sigh...

EDIT 2: A question to those still playing/those who played TWW games: do you use magic in the game? Which schools are your preffered ones and which would you recommend?

I actually enjoy using spellcasters, although I didn't try that many magic schools. It's a bit problematic cause the road to recruting a Spellcaster hero and leveling him up to at least lvl. 10 is not such an easy feat.

That said I think magic is really well incorporated into the game. It's not OP, but can make a difference. I always like to have a spellcaster unit in my Legendary Lord Army (so far I didn't try a spellcaster LL).

So far I tried Flame, Beast and Celestial magics. I absolutely love Beast magic, it has such a well rounded-up spellbook: a sure-hit aoe spell (swarm), a summoning spell and a few decent buffing spells. Flame has too many unprecise spells and Celstial while decent, it spells have a long casting time so enemy units usually manage to outrun them. I see that Slann mages have some really powerful spells but I'm playing as Kroq-gar so I don't want to invest too much in a Slann mage lord... better save it for when I'll play as Mazdamundi.

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tSar-Ivor
tSar-Ivor


Promising
Legendary Hero
Scourge of God
posted December 31, 2017 08:30 PM

I only really used Bretonnian n Vampiric magic. For vampires it's nigh impossible to win without magic (since vampiric heroes and their passives/actives are essentially the backbone of your force while units offer the beef).

But generally I've only really utilized lore of life as Brets n Wood Elves (never ended up building the wizard tower, since it was so late by the time you unlock it n I couldn't be ffed to train my wizard until he becomes worth a splot in a late-game army). The healing plus regen n some ok CC in lore of life is pretty neat, plus some missile resistance spells can really really help vs Wood elves when playing Bretonnia.
____________
"No laughs were had. There is only shame and sadness." Jenny

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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted January 01, 2018 01:33 AM
Edited by blob2 at 01:35, 01 Jan 2018.

tSar-Ivor said:
(never ended up building the wizard tower, since it was so late by the time you unlock it n I couldn't be ffed to train my wizard until he becomes worth a splot in a late-game army).


Yeah that is one of the biggest issues with mages in this game imo. They are not as OP as their lategame availability would suggest. At least not until their like lvl 10. Only chance to utilize them early is be getting them in an event. I think I got the Bright Wizard early in Empire campaign and Skink Celestial Mage in Kroq-Gar's campaign is also acquired via an event of some kind. I think their worth a spot in an army. Dmg spells are a nice way to chip away at enemy troops, and their helpful in breaking morale. And while definately not good fighters, a Skink Mage on a Terradon can still be utilized to harass a ranged or artillery unit...

I wonder how it works in the Mortal Empires campaign. I suppose it is a long one, so you have enough time to spawn at least a few Mages and level them up.

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted January 01, 2018 12:04 PM

Liuzardmen get a lot of hero lvl bonuses so I routinely recruit them at lvl 11 or so. Just build both the ziggurat of the old ones and Sotek and even more if you get the end-game tech. pretty useful if you don't feel like babysitting them through the campaign but need one (add the ridiculous amount of Winds they can bring to the table through the geomantic web and even low level priests aren't anything to scoff at)
____________
It is with a heavy heart that I must announce that the cis are at it again.

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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted January 02, 2018 04:45 PM
Edited by blob2 at 14:14, 07 Jan 2018.

The f#$k they even bother with putting % chance of preforming an action for agents? My 35 lvl agent with maxed out "Assault Unit" and "Specialist" (57% chance overall) can't even put a dent on any one of six Chaos armies marching on my Capital cause stupid AI needs even more handicaps then a random spawn point, as far from my armies as possible ofc... yes yes RNG, right.

That said, I've completed my campaign as Lizardmen. The faction is really cool, nothing beats the charge of Dinos, units that you can push into heat of the battle and not be afraid of loosing them easily. I also like Saurus which have good morale and are sturdy. The faction lacks a bit in terms of ranged/artillery power, but at least your artillery can fend for itself and can even be pushed on the frontline (probably doing more damage that way). Usually I've let them fire a few rounds and then immidiately commanded them to charge into melee

How do I rate the 'Vortex' campaign. Well I'm not entirely sure it's that much of a better expierience. You do have more suspense (the race for rituals) and flavor, but at the same time I dislike the cheap way you're lands are attacked by randomly spawned forces (and AI of course has it's tactic of "ganging up" on you with various factions to add to the irritation). With Chaos Invasion in the first game you at least knew where they will attack you from. Overall narrative and that bit of a plot twist were cool though... final battle was epic if not too easy at the same time (mainly because of OP spells)

EDIT: So I started playing Wood Elf dlc campaign. While discovering is part of the fun so far I see that their units are quite frail (even Monster ones) and I would like to know which ones are the best bet to invest in. I've run through your long post about the faction @tSar and I don't belive I will have issues with budget, cause the scale of campaign is smaller, but I would like to know your army composition. Emphasis on Archers or Monsters? Or maybe something entirely different?

On a side note because I've completed the 'right' continent in Vortex campaign I found that it screams Tomb Kings so much that it's not even funny. DLC is preordered, so I can't wait. It seems CA is putting a lot of emphasis on the faction being a full-fledged fifth faction in the game (unique questline, own rituals, artifact reasearch, own unique magic etc), so things will be interesting!

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tSar-Ivor
tSar-Ivor


Promising
Legendary Hero
Scourge of God
posted January 07, 2018 07:07 PM
Edited by tSar-Ivor at 19:09, 07 Jan 2018.

The budget thing was mainly related to the grand campaign, but it should still be fine in the WE mini campaign. I found my strategy for the mini campaign to be wholly different to the grand campaign. For one, you'll mostly be fighting other wood elves and then beastmen, in the grand campaign I never did battle with other wood elves (I went to war with them, but through diplomacy insta made peace and re-vassalized them).

Army comp won't matter so much in the mini campaign, one of my armies was like all Wild-wood riders.

Elves are extremely flexible in build. If you want any comp tips for the grand-campaign I'm happy to give that, but you're best experimenting yourself on the mini one, elves on elves is not something I'm too experienced with, I generally drafted a standard army then evolved them as they campaigned over the campaign map (had like 13-14 of them by the end). Elves around the mid-late game are really good at recruiting units (even special ones) far afield.
____________
"No laughs were had. There is only shame and sadness." Jenny

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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted January 07, 2018 10:42 PM

Well, what I would most like to hear is if there are units not worth investing in. Like maybe the blade dancers (don't remember the name), which cost Amber for instance, and it's a valuble resource.

Wood Elves have the biggest list of support buildings from all the factions I've seen so far I think, so with limited space I don't want to build something that's not worth it like those council buildings etc.

It sucks big to fight with other elves cause you loose the advantage of archers range...

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tSar-Ivor
tSar-Ivor


Promising
Legendary Hero
Scourge of God
posted January 08, 2018 12:24 AM

What costs amber and what doesn't will depend on which legendary lord you chose, with Orion Wildwood rangers (two handed melee with armour piercing) wouldn't cost amber.

The Elves are very well rounded, most of their units are decent, they all specialize in something, so your army comp will generally depend on who you are facing. Dwarves/chaos? Waywatchers backed up with meat perhaps even hawk riders since chaos lack ranged (to take care of their cannons as well).

Elves have no jack of all trades units (save perhaps archers).

I went for archer focused armies with beef in the front, downside is early on you will run out of arrows fast (leader maxed out in army missile dmg/reload and missile stock is generally a must).

One unit I completely avoided was Deepwood Scouts with Shivershards, since I assumed shiver shards were some kind of 'slow', their range reduction for that debuff was so not worth, but since my campaign I found out that they actually shoot twice, it may be worth experimenting with them.

Elves have crap staying power, half the time you'll be forking out money just to replace your frontliners which is fine (eternal guard and then shielded eternal guard are extremely cost efficient for the role and they do it well). I messed around with Asari spear and wardancers, they can be pretty decent, but they're mostly a side-show, they've only come in handy for me really late into the fight once my arrows have been depleted or if my frontline started crumbling (half the time you'll be shooting your own dudes in the back, so asari spears with their active ability to reduce missile dmg is pretty lovely). Wildwood rangers are utter horse-crap as frontline, use them only for flanking.

Later on bulking up the frontline with treekin who are exceptional (around 3 groups spread out, sometimes I have em thinly behind eternals, once the spears absorb the charge they move in), I completely avoided dryads, had enough experience with them from defending settlements that they're just arrow fodder, would rather have shielded eternals.

Wildwood riders have again no staying power, use them for flank charges or riding down archers, they're pretty naff, but ok once you get the hang of em.

Eagles n eagle riders are niche units and non-essential.

A dragon would generally be used to cause disruption in the enemy formation, the fear is nice, but careful, very slow n huge model so your archers will be causing most of the dmg to this monster lol.

____________
"No laughs were had. There is only shame and sadness." Jenny

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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted January 09, 2018 06:56 PM
Edited by blob2 at 23:16, 13 Jan 2018.

Thanks, cool insight as always tSar!

Did you people see Tomb King preview videos? Ex. https://www.youtube.com/watch?v=YQTfd3OC_2w. Such a cool faction with appropriate voice lines that make them really intimidating. Can't wait to play them

EDIT: Wood Elf mini-campaign was quite fun, it was hard at the begining, cause my opponents had similiar strenght and it was hard to build my economy. Plus you had the occasional Beatsmean invasions. Luckily, because most of the Elf factions them had only one settlement, I could attack it while their main armeis were gone and . Pretty sneaky.

Pros:
- flavor
- pretty forest (mini-campaign map was a lot more detailed and varied then the Beastmen one)
- interesting Quest Battles (one even had a strategic twist that you won't find anywhere I think)
- Wood Elves are a cool faction. The missle units are crazy especially with buffs, and they have a well rounded-up rooster. Their non-tree monsters might've been a tad stonger, but I like them anyway

Cons:
- lazy end game. I wonder why they made so many provinces outside the forest. By the time I finished 'conquering' the forest a few factions were already gone, and there was no sense in attacking other, far placed ones (I had enough Amber). And I was really powerful already, 90% of the factions wanted to be my allies I think they should've just made the forest as the campaign map, but maybe a bit bigger. Or maybe the impact of outside factions is bigger on higher difficulties?
- fighting other Wood Elves. You loose your ranged advantage.

------

Now I've started to play Norsca. Another faction which shows the greatnest of this game. Once again, a different expierience. So much flavor, the feeling of playing this faction is so much different then Lizardmen for instance. Fighting other tribes with brute strenght in the harsh North, and after that the 'weak' Southeners, all in the name of dark gods (who do you want to fool with your 'animal' disguises you Chaos Gods you!). And there are Monster Hunts. Such a cool faction.

I know they have Warhammer lore to back them up, but CA is doing such a great job on making each faction distinct and full of their own flavor, be it descriptions, art, cutscenes or models.

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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted January 23, 2018 10:44 PM
Edited by blob2 at 00:13, 31 Jan 2018.

Playing Norsca was very cool. Easiest campaign yet. This time I aligned with Chaos, was fun watching them destroy Vampires. As things stand and with how Norsca economy is almost non-existant I think facing Chaos army would be very hard...

---------------------------------------------------------------------

Tomb Kings are out!

Flavor is all over the place, they have one of the most climatic intros I've seen recently.

How they play? Seems like a fun faction with a lot of unique mechanics. So far they appear a bit tricky to control. Things like no upkeep and possibility to spam Skeletons like crazy is nice, but those really are meat shields, nothing more. I think it will take some time to learn their playstyle, as without some strategic manuvering I find it hard to win with nearest enemies without actually loosing almsot your entire army. Or maybe it's the first impression and soon I'll learn how to properly utilize them.

As a nice bonus CA added a new Skaven Legendary Lord to play, completely for free...

EDIT: A few more observations about TK after 40 turns of campaign:
- because their core infantry is so weak, they have a rough start. True, you can spam a lot of them, but even so they're bad. Not only they loose to most of other factions equivalents, they die off like Vampire units if they're low on health. So that means you'll probably loose tied battles...
- after the rough start things are taking a turn for the better. While their cavalary and chariot units are nothing to write home about, at some point you are starting to get some really good units. That said I especially like the Warsphinx you get as Settra. The Construct wins me battles almost on his own.
- at this point it becomes apparent that money won't be a problem. No army upkeep plus a steady income of more money and it's easy to just build your Empire gradually. I also like how easy their building chain is. There are no dependencies, you build structures for specific units.

EDIT 2: Finished main campaign playtrough as Tomb Kings Settra. While the campaign itself isn't as impactful and intense as the Vortex one, the factions lore and originality more then makes up for it. All in all a very good addition to the game.

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted March 28, 2018 12:32 PM

Coming quite late with the first Warhammer, yet some impressions (mostly because I've nothing better to do right now ):
- The Warhammer feel is presented quite well, especially when the Chaos hordes backed by Norsca and Beastmen start invading the northern regions en masse. It gets weirdly funny when both Archaon and that Tzeentch daemon break their heads against the same town with a strong native garrison and a full army led by Random Lord the Treasurer stationed there while Karl-Franc is half a world away chasing frightened bands of goblins across the map to complete his Ghal-Maraz quest but whatever, you can't have everything.
- The controversial building scheme from Rome II is kept but somewhat improved with the option to add walls to minor settlements and thus make them something more than plunder milk-cows for raiding armies. They've also kept the "growth" buildings which keep adding extra growth the more the city grows and in the end you have a city full of growth which can't grow anymore, yet you're asked to be pay 8k or something for the last level of some growth building. For growth's sake, what's the point?
- Battles are fun as expected.
- In-game diplomacy's logic defies human understanding as always, the AI will get insulted over very sensible offers and accept worthless ones. I'm getting paid to join wars against almost defeated factions or for a truce when I'm in a bad strategical position. Anyway.
- Agents ("heroes") work nicely, yet they can be a source of frustration when for example you have some super-experienced enemy assassin wounding and sometimes even killing targets all around and you can't even engage him with your own cutthroats due to a very low success chance.
- That Vampiric corruption which turns entire regions into Chernobyl takes forever to clean even with temples and priests and prayers and the god damn Strelok working together. I conquered a former Vampire Counts province which the Chaos hordes razed to the ground some 30 turns earlier and around 20 turns later despite all efforts the corruption is still at 50% (down from around 65%). I get the idea of giving the Vampires (and Chaos but their work differently) some sort of scorched earth advantage but there should be a way to negate it at least twice faster if the vampires aren't actively trying to spread it.
Good game so far.

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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted May 30, 2018 06:10 PM
Edited by blob2 at 12:24, 01 Jun 2018.

Resurgent Update is coming: https://www.totalwar.com/blog/total-war-warhammer-ii-patch-notes-the-resurgent-update.

That's a huge amount of new stuff: Norsca (and Regiments of Renown) will finally be available plus they added quite a lot of stuff for Dwarves, a new resource and a craft systems similar to Tomb Kings one for instance. Plus a new unit.

There are a lot of minor tweaks for each factions: new abilities, balancing changes and revamped mechanics. And overall enchancements to the game, bug fixes and such.

I'm not a fan of the Queen and Crone DLC: High Elves are boring and their lords even more so. I hoped for a Lizardmen Legendary Lord but guess we'll have to wait. I'm a bit sceptical for Lizardmen nerfs, hope they won't destroy my favourite faction...

EDIT: Is it just me or are Lizardmen getting their buts kicked by High Elves, even more then ever? Well I know Lizards were kinda weak to their arrows, but this is ridicioulous now. I've  re-enacted some replays from pre-patch battles, and battles that I initially won by a mile were lost, or I lost many more units. I recall replays aren't 1:1 recordings, but simulations based on unit roosters and tactical maneuvers. If that is the effect they can shove their "balancing" in their a**es. I'm thinking that winning siege battles with Lizards as attackers vs Elves are impossible to win now, as those were always pretty close (Elves skewer Lizards with their arrows).

On a side note, nice touch with the free addition of Bone Giants for Tomb Kings, which seem to be pretty OP artillery units.

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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted October 05, 2018 09:17 PM
Edited by blob2 at 21:18, 05 Oct 2018.

Vampire Coast DLC

A highly requested faction, but I think it wasn't the top requested one. I have absolutely no idea about Vampire Coast (aside from a few short lore pieces I've read through) alas it looks quite cool. Zombies (even as pirates) aren't that much of a deal for me, but monster crabs and golems built from ship debris look "promising".

It's about time for me to go back to the game, although I'm literally crying: so many things in my schedule and now this...

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tSar-Ivor
tSar-Ivor


Promising
Legendary Hero
Scourge of God
posted April 07, 2019 10:41 PM

Well....so long dear friends.


Warpstorm Doomrockets


Doomrockets are outlandishly powerful weapons, deployed in battle as an Army Ability. They are crafted in the Forbidden Workshop, and can be stockpiled for use, though only one Doomrocket from the stockpile may be launched per battle. Perhaps the most powerful weapon wielded by any of the Races of WARHAMMER II, a single Doomrocket is capable of wiping out multiple units in a single strike, sending dust and debris skywards in an incinerating mushroom-cloud!

Doomsphere

While the Under-Empire is a feature newly-available to Skaven factions (see the Doomsayer Update Notes for more details), only Clan Skryre can build the Doomsphere within the Under-Cities they establish. This immense Warpstone bomb is powerful enough to completely destroy any settlement it is constructed below.





____________
"No laughs were had. There is only shame and sadness." Jenny

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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted April 07, 2019 10:45 PM

Also, Salamanders make a debut for Lizardmen faction.

It's time to go back to TW:W II. I bought Vampire Coast, but played only a few turns with them. Somehow I just can't find the motivation to play them...

Lizzies are a different matter though. My fav Warhammer faction. Lord pack already preordered.

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Mandarinas45
Mandarinas45

Tavern Dweller
posted April 19, 2019 08:50 AM

Three Kingdoms

Thoughts and opinions on Total War: Three Kingdoms? Based on what I've read so far, this one looks promising AF ;x

Source:

[url=https://www.eneba.com/blog/total-war-three-kingdoms-historical-battles-why-every-history-nerd-will-love-this-game/]Total War: Three Kingdoms Write-up[/url]

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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted April 19, 2019 09:45 AM

It does look good, but I don't have the time to invest in another huge Total War game

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